World Bender by aplite
Bend between the 3D and 2D worlds to complete this unique set of puzzles! (5 levels)
WASD = Movement
Spacebar = Jump
Shift = Bend the Dimensions
R = Reload Level
Bug fixes: - Re-enabled a line meant to zero out the 2D velocity when no input is being received - Fixed the finish tile on level 5 to detect 2D collision
| HTML5 (web) | https://aplite.itch.io/world-bender |
| Original URL | https://ldjam.com/events/ludum-dare/41/world-bender |
Ratings
| Overall | 401th | 3.3⭐ | 27🧑⚖️ |
| Fun | 415th | 3.16⭐ | 27🧑⚖️ |
| Innovation | 248th | 3.558⭐ | 28🧑⚖️ |
| Theme | 633th | 2.78⭐ | 27🧑⚖️ |
| Graphics | 605th | 2.56⭐ | 27🧑⚖️ |
| Humor | 566th | 1.548⭐ | 23🧑⚖️ |
| Mood | 634th | 2.023⭐ | 24🧑⚖️ |
| Given | 33🗳️ | 14🗨️ |
The controls feel pretty loose when moving around which just gets in the way of trying to solve the puzzles.
Sadly the controls really did hamper some of the gameplay. Especially when making a platforming game, the ability to reposition yourself by small amounts is essential. It can get frustrating when you can see the solution to a puzzle but can't complete it because of the controls.
Thank you all for the feedback! The controller was not working as intended in 2D. Turns out the command to zero out the velocity was commented out. OOPS!
I uncommented it if you would like to give it another try.
While I'll agree with others that the controls were pretty floaty, it did seem like you added some logic/colliders to prevent the character from slipping off the platforms too easily. That was an appreciated touch.
Great job!
But the foundation is solid, and could easily be turned into a full-fledged puzzle game.
@TheMonsterFromTheDeep Thanks for the feedback. Definitely need to work on a better player controller. I can understand the frustration of falling off due to the slippery controls when you reach the higher platforms.
Its always nice to get a game thats fully completable out of a compo entry game too!
If I'm going to nit-pick, it's a bit of a stretch to fit this into the "2 incompatible genres" theme...
Feedback and gameplay: https://www.twitch.tv/videos/255427387?t=02h22m41s
-Since you're using a lot of rectangular platforms, a grid-based movement system probably wouldn't hurt here (in the style of a step platformer)
- Given a system like this, it's imperative that when I press a button the character starts moving, and when I let go of the button the character stops moving. On the exact frame of the input, I should see the character react. For some reason you have almost a second delay on any inputs which makes the game really frustrating to play
- Regarding jumping, what you seem to be doing is checking if the spacebar is down, then increasing player velocity if the character is standing on something. This allows me to jump up towards a platform, keep spacebar held down, and get launched up very high, potentially breaking the level. You should only ever check for jumping on the frame I press spacebar, not on every frame it's held down.
- I think you used Unity's physics engine for this, though I can't be certain. There is basically no good excuse for using physics on a player character. No excuse at all in a platformer. I don't understand why Unity encourages it; half the platformers people put here from that engine have these exact issues.